attribute vec3 inPosition;
attribute vec2 inTex2dCoord;
uniform mat4 inProjMat;
uniform mat4 inViewMat;
uniform mat4 inModelMat;
varying vec2 outTexCoord;

void main()
{
	outTexCoord=inTex2dCoord;
	gl_Position=inProjMat*inViewMat*inModelMat*vec4(inPosition, 1.0);
}